RedM Natives

_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING

Makes a ped that is already aiming keep firing at `targetEntity` for `durationMs`.

Hash0x2416EC2F31F75266
Runtime nameTaskForceFireAtEntityWhileAiming
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_TASK_FORCE_THROWABLE_AT_ENTITY_WHILE_AIMING

Signature

void _TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING(Ped ped, Entity targetEntity, int durationMs, Any p3, BOOL p4);

Parameters

NameTypeDescription
pedPed—
targetEntityEntity—
durationMsint—
p3Any—
p4BOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Makes a ped that is already aiming keep firing at targetEntity for durationMs.
Uses projectile logic if holding a throwable/bow, otherwise gun logic. p3 unused; p4 is an extra mode flag (observed 0/1).
_TASK_FORCE_M*

VORPCORE RDR3natives

Forces a ped to attack a target with throwable or projectile weapons (like bows, throwing knives, tomahawks, dynamite) for a specified duration while aiming
With a bow: the ped keeps firing arrows continuously until durationMs expires (as long as the aiming condition is maintained).With other throwables: throws are generally single-use (one per animation cycle).Excluded weapons: lasso and bolas

Usage

Lua
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4)
JavaScript and C#
JavaScript
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4);

// by hash
Citizen.invokeNative('0x2416EC2F31F75266', ped, targetEntity, durationMs, p3, p4);
C#
Function.Call((Hash)0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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